#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float flip_image; } params; #define vFragCoord vTexCoord.xy * params.OutputSize.xy #define iResolution params.OutputSize.xy #define iTime params.FrameCount / 60.0 #define iChannel0 Source #define iChannel1 cubeMap #define iChannel2 table #define iMouse vec3(0.0) #define vFragColor FragColor #define fragColor FragColor #pragma parameter flip_image "Flip Image (for hardware-rendered cores)" 0.0 0.0 1.0 1.0 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = (bool(params.flip_image)) ? vec2(TexCoord.x, 1.0 - TexCoord.y) : TexCoord.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D cubeMap; layout(set = 0, binding = 4) uniform sampler2D table; // Meta CRT - @P_Malin // https://www.shadertoy.com/view/4dlyWX# // In which I add and remove aliasing // Uncomment different defines in Buf B to run different shaders on TV // Postprocessing Pass // Motion blur, Depth of Field, Vignetting & Tonemap #define ENABLE_DOF #define ENABLE_MOTION_BLUR /////////////////////////// // Hash Functions /////////////////////////// // From: Hash without Sine by Dave Hoskins // https://www.shadertoy.com/view/4djSRW // *** Use this for integer stepped ranges, ie Value-Noise/Perlin noise functions. //#define HASHSCALE1 .1031 //#define HASHSCALE3 vec3(.1031, .1030, .0973) //#define HASHSCALE4 vec4(1031, .1030, .0973, .1099) // For smaller input rangers like audio tick or 0-1 UVs use these... #define HASHSCALE1 443.8975 #define HASHSCALE3 vec3(443.897, 441.423, 437.195) #define HASHSCALE4 vec3(443.897, 441.423, 437.195, 444.129) //---------------------------------------------------------------------------------------- // 2 out, 1 in... vec2 hash21(float p) { vec3 p3 = fract(vec3(p) * HASHSCALE3); p3 += dot(p3, p3.yzx + 19.19); return fract((p3.xx+p3.yz)*p3.zy); } /// 2 out, 3 in... vec2 hash23(vec3 p3) { p3 = fract(p3 * HASHSCALE3); p3 += dot(p3, p3.yzx+19.19); return fract((p3.xx+p3.yz)*p3.zy); } // 1 out, 3 in... float hash13(vec3 p3) { p3 = fract(p3 * HASHSCALE1); p3 += dot(p3, p3.yzx + 19.19); return fract((p3.x + p3.y) * p3.z); } /////////////////////////// // Data Storage /////////////////////////// vec4 LoadVec4( sampler2D tex, in ivec2 vAddr ) { return texelFetch( tex, vAddr, 0 ); } vec3 LoadVec3( sampler2D tex, in ivec2 vAddr ) { return LoadVec4( tex, vAddr ).xyz; } bool AtAddress( ivec2 p, ivec2 c ) { return all( equal( p, c ) ); } void StoreVec4( in ivec2 vAddr, in vec4 vValue, inout vec4 fragColor, in ivec2 fragCoord ) { fragColor = AtAddress( fragCoord, vAddr ) ? vValue : fragColor; } void StoreVec3( in ivec2 vAddr, in vec3 vValue, inout vec4 fragColor, in ivec2 fragCoord ) { StoreVec4( vAddr, vec4( vValue, 0.0 ), fragColor, fragCoord); } /////////////////////////// // Camera /////////////////////////// struct CameraState { vec3 vPos; vec3 vTarget; float fFov; vec2 vJitter; float fPlaneInFocus; }; void Cam_LoadState( out CameraState cam, sampler2D tex, ivec2 addr ) { vec4 vPos = LoadVec4( tex, addr + ivec2(0,0) ); cam.vPos = vPos.xyz; vec4 targetFov = LoadVec4( tex, addr + ivec2(1,0) ); cam.vTarget = targetFov.xyz; cam.fFov = targetFov.w; vec4 jitterDof = LoadVec4( tex, addr + ivec2(2,0) ); cam.vJitter = jitterDof.xy; cam.fPlaneInFocus = jitterDof.z; } void Cam_StoreState( ivec2 addr, const in CameraState cam, inout vec4 fragColor, in ivec2 fragCoord ) { StoreVec4( addr + ivec2(0,0), vec4( cam.vPos, 0 ), fragColor, fragCoord ); StoreVec4( addr + ivec2(1,0), vec4( cam.vTarget, cam.fFov ), fragColor, fragCoord ); StoreVec4( addr + ivec2(2,0), vec4( cam.vJitter, cam.fPlaneInFocus, 0 ), fragColor, fragCoord ); } mat3 Cam_GetWorldToCameraRotMatrix( const CameraState cameraState ) { vec3 vForward = normalize( cameraState.vTarget - cameraState.vPos ); vec3 vRight = normalize( cross(vec3(0, 1, 0), vForward) ); vec3 vUp = normalize( cross(vForward, vRight) ); return mat3( vRight, vUp, vForward ); } vec2 Cam_GetViewCoordFromUV( const in vec2 vUV ) { vec2 vWindow = vUV * 2.0 - 1.0; vWindow.x *= iResolution.x / iResolution.y; return vWindow; } void Cam_GetCameraRay( const vec2 vUV, const CameraState cam, out vec3 vRayOrigin, out vec3 vRayDir ) { vec2 vView = Cam_GetViewCoordFromUV( vUV ); vRayOrigin = cam.vPos; float fPerspDist = 1.0 / tan( radians( cam.fFov ) ); vRayDir = normalize( Cam_GetWorldToCameraRotMatrix( cam ) * vec3( vView, fPerspDist ) ); } vec2 Cam_GetUVFromWindowCoord( const in vec2 vWindow ) { vec2 vScaledWindow = vWindow; vScaledWindow.x *= iResolution.y / iResolution.x; return (vScaledWindow * 0.5 + 0.5); } vec2 Cam_WorldToWindowCoord(const in vec3 vWorldPos, const in CameraState cameraState ) { vec3 vOffset = vWorldPos - cameraState.vPos; vec3 vCameraLocal; vCameraLocal = vOffset * Cam_GetWorldToCameraRotMatrix( cameraState ); vec2 vWindowPos = vCameraLocal.xy / (vCameraLocal.z * tan( radians( cameraState.fFov ) )); return vWindowPos; } float EncodeDepthAndObject( float depth, int objectId ) { //depth = max( 0.0, depth ); //objectId = max( 0, objectId + 1 ); //return exp2(-depth) + float(objectId); return depth; } float DecodeDepthAndObjectId( float value, out int objectId ) { objectId = 0; return max(0.0, value); //objectId = int( floor( value ) ) - 1; //return abs( -log2(fract(value)) ); } /////////////////////////////// vec3 Tonemap( vec3 x ) { #if 0 vec3 luminanceCoeffsBT709 = vec3( 0.2126f, 0.7152f, 0.0722f ); float f = dot( x, luminanceCoeffsBT709 ); x /= f; f = 1.0f - exp(-f); x *= f; x = mix( x, vec3(f), f*f ); return x; #else float a = 0.010; float b = 0.132; float c = 0.010; float d = 0.163; float e = 0.101; return ( x * ( a * x + b ) ) / ( x * ( c * x + d ) + e ); #endif } float GetVignetting( const in vec2 vUV, float fScale, float fPower, float fStrength ) { vec2 vOffset = (vUV - 0.5) * sqrt(2.0) * fScale; float fDist = max( 0.0, 1.0 - length( vOffset ) ); float fShade = 1.0 - pow( fDist, fPower ); fShade = 1.0 - fShade * fStrength; return fShade; } float GetCoC( float fDistance, float fPlaneInFocus ) { #ifdef ENABLE_DOF // http://http.developer.nvidia.com/GPUGems/gpugems_ch23.html float fAperture = min(1.0, fPlaneInFocus * fPlaneInFocus * 0.5); float fFocalLength = 0.03; return abs(fAperture * (fFocalLength * (fDistance - fPlaneInFocus)) / (fDistance * (fPlaneInFocus - fFocalLength))); #else return 0.0f; #endif } // Depth of field pass #define BLUR_TAPS 64 float fGolden = 3.141592 * (3.0 - sqrt(5.0)); #define MOD2 vec2(4.438975,3.972973) float Hash( float p ) { // https://www.shadertoy.com/view/4djSRW - Dave Hoskins vec2 p2 = fract(vec2(p) * MOD2); p2 += dot(p2.yx, p2.xy+19.19); return fract(p2.x * p2.y); } void main() { vec2 fragCoord = vTexCoord.xy * params.OutputSize.xy; CameraState camCurr; Cam_LoadState( camCurr, iChannel0, ivec2(0) ); CameraState camPrev; Cam_LoadState( camPrev, iChannel0, ivec2(3,0) ); vec2 vUV = fragCoord.xy / iResolution.xy; //vUV -= camCurr.vJitter / iResolution.xy; // TAA has removed jitter vec4 vSample = texelFetch( iChannel0, ivec2(fragCoord.xy), 0 ).rgba; int iObjectId; float fDepth = DecodeDepthAndObjectId( vSample.w, iObjectId ); vec3 vRayOrigin, vRayDir; Cam_GetCameraRay( vUV, camCurr, vRayOrigin, vRayDir ); vec3 vWorldPos = vRayOrigin + vRayDir * fDepth; vec2 vPrevUV = Cam_GetUVFromWindowCoord( Cam_WorldToWindowCoord(vWorldPos, camPrev) );// - camPrev.vJitter / iResolution.xy; vec3 vResult = vec3(0.0); float fTot = 0.0; float fPlaneInFocus = camCurr.fPlaneInFocus; float fCoC = GetCoC( fDepth, camCurr.fPlaneInFocus ); float r = 1.0; vec2 vangle = vec2(0.0,fCoC); // Start angle float fWeight = max( 0.001, fCoC ); vResult.rgb = vSample.rgb * fWeight; fTot += fWeight; #if defined(ENABLE_DOF) || defined(ENABLE_MOTION_BLUR) float fMotionBlurTaps = float(BLUR_TAPS); float fShutterAngle = 0.5; float f = 0.0; float fIndex = 0.0; for(int i=1; i 0.0 ) { float fCurrCoC = GetCoC( fTapDepth, fPlaneInFocus ); float fCurrWeight = max( 0.001, fCurrCoC ); vResult += vTapSample.rgb * fCurrWeight; fTot += fCurrWeight; } f += 1.0; fIndex += 1.0; } #endif vResult /= fTot; fragColor = vec4(vResult, 1.0); float fShade = GetVignetting( vUV, 0.7, 2.0, 1.0 ); fragColor.rgb *= fShade; fragColor.rgb = Tonemap( fragColor.rgb ); fragColor.a = 1.0; }